Yep The Battle Top guys and I know this all too well. Played havok with a pvp tournament I took part in last Saturday. Really nurfs ones ship in a fight. Used the same workaround but hardly ideal in a fight.... Great video mate!
thanks man. Yeah it's actually not that big of deal once you have a "shoot once" on the bars. But a lot of our factions had a really bad first battle. where ships just flew around shouting angry words
@@the11382 It is annoying, but it did give me a chance to explore this 'gatling railgun', reverse-engineer it, and I managed to make one small and reliable enough to fit within a 3x3x3, large-grid space. Just 13 barrels, but plenty to chew up a bank of thrusters or take out a series of closely mounted weapons...
kinda useful but not that much fact: changing targeting mid-combat from (for example) "Default" to "Power systems" also has a 50/50% chance of working same as pressing shoot once. you can do this if shoot once does not work and have a tiny % chance of still fixing the guns but don't count on it.
Does this issue get fixed when running weaponcore based mods? Also noticed that for fixed weapons, the toolbar option that lets you fire them based on a left click doesnt work consistently, and with custom turrets, if you use the controller and set it to mouse click, for some reason fixed weapons on other grids also start shooting
weaponcore does not have this issue... i actually run weaponcore simply because it all my turrets will work on their own now and dont need me to actually try to manage them
A few weeks ago I noted to Dan2D3D (the Forum Moderator who collates bug reports and sends them to Keen) that Gatling and Interior Turrets had about a 5% chance to hit incoming missiles. I felt that this was low and set up a test to prove it. He informed me that the report was submitted. Apparently, a year or more ago there was a problem with gunfire tracking missiles. I wonder if these two are related somehow since they both seem to deal with target tracking?
this has been a issue for well over a year (the inability for guns to intercept missiles) I think back in mid sig series (2 years ago now) was the last time we had gatling effectively intercept missiles. Since then, it's so bad as to be pointless
Is it really a Warfare II Turret bug? I was playing in a server back then and the modded weapons we had was Assault weapons pack, and it had the same kind of issue, and the same workaround I was using on what you suggested, have weapons in the toolbar to toggle shoot once or shoot on/off.
@@GetBrocked MUCH worse. See my previous comment: it gets worse in conjunction with the lock on + copy target. You can have turrets with targets assigned that won't fire (possibly might fire outside of normal AI range; still need to investigate that) and then you clear target and they start working again. I also ran into a situation where turrets welded from a specific blueprint would get their range set to 1. I had to manually go and change the turret range but it would revert back to 1m any time the ship got deserialized. Which pretty much was 1) server restart 2) grid concealment (torch modded server) 3) unf*ckit. I had to replace all the turrets and reassign their groups by hand. Nothing else would fix it for long.
Still happening. My atrillery turrets wont even track. I have to manually re load every turret. This even happens on my small grid fighter with gatling guns. It just refuses to fire despite plenty of ammo, power and proper set up
nothing solves for me with vanilla turrets. you have to create a completly new world after each time you log out from the previous one. for example: i create a new world, paste the blueprint of the ship i am making, do some stuff, and then quit because i have other things to do. when i reload the world, the turrets wont target over 800m. then i save the surrent state of the ship, and create a new world, paste in there, and repeat. Edit: last time the new world did not solve it xd
@@marty7442 no. They sometimes stop idle movement, despite it is turned on, and the turrets getting enough power and are being turned on. A lot of bugs are happening with them right now
@@o-hogameplay185 : Hmm, there's one for me to look into then... I might actually need to explore this 'TCES' script I keep seeing in the Workshop too...
I've some trouble with the assembling system on a dedicated server. If players try to launch many assembling for some it didnt work, other it work. Look like a desync. Someone has a fix ?
Just find a server with a relatively high PCU and scripts enabled, that also has an active staff that does consistent cleanups. Then you can just use PMWs and not have to deal with this issue at all. A LIDAR guided missile on a reputable guidance script will almost always hit its target, making them more reliable than turrets now.
Hi GetBrocked. I would love to have you get in touch on our official Discord server here: discord.gg/keenswh If you have a bug report on this please feel free to send that if you decide to reach out. If you haven't made a bug report, please do so here: support.keenswh.com Thank you!
Hi Kienata. I actually referencing a ongoing bug report here (in the video) : support.keenswh.com/spaceengineers/pc/topic/22714-1-200-turrets-dont-target-unless-manually-forced
You can lock onto a target and trigger "copy target" on a turret (or custom turret), and it will shoot at your locked target even if it's outside the 800 m range (so long as it's within the weapon's range). They also keep shooting at the same target even if you change your lock on, which is why "forget target" exists. The turrets in the video are modded and can go up to 2 km AI range.
oh, I've noticed it. But it wasn't this common. I'd say like 1/5 ships would have it, maybe less. And shooting once before battle would generally fix it. now that's very much not the case
Unless you're a popular UA-cam content creator your issue will go completely ignored no matter how many people have it. If you want it to be fixes you can try contacting Splitsie or Wasted and have them file a bug report on your behalf, otherwise you'll get a "we're working on it for the next update we promise" (i.e. we don't care) canned response. I've seen Keen ignore major issue for years until Splitsie put them on blast for it then all the sudden it was fixed within a day.
They do seem to have a lot of shortcomings these days when it comes to coding, and understanding how it all comes together. I can't even finish my first concept ship properly, using everything they just advertised as to work, due to these bugs.
Yeah but this isn't really a new bug.... I've seen this in the past, pre-WF2. Several months back I encountered this with my armed grinder ship, trying to disable a grid's defenses so I could grind it and my weapons would not fire. I was told then that firing them once could cause them to start working. That said, it definitely has gotten worse post-WF2. I've seen a similar bug with a grid that uses a lot of assault cannon turrets. Occasionally, when using the target lock + copy target feature (on the assault turrets), the turrets would refuse to fire. Clear target (and if within AI range) they would start firing.
@@frankvana187 just going off my own experience and trying to be helpful. I'm not here to appease your autism buddy. Have a nice day and go away and be productive in life.
not surprising that stuff is broken, i remember one of the DLC doors that caused ships to wig out of control and crash, not to mention the door itself tried to kill the player just by getting near it.. have NOT heard if they ever fixed it yet either... and it was a door you had to pay money for....
So basically we'll need an "All Weapons Shoot Once" hotkey on our hotbars for entering combat...
yep
and just use it everytime you clearly enter/reenter combat
Sentry turrets miss by about 1m at ranges less than 20m... which is also totally broken.
Yep The Battle Top guys and I know this all too well. Played havok with a pvp tournament I took part in last Saturday. Really nurfs ones ship in a fight. Used the same workaround but hardly ideal in a fight.... Great video mate!
thanks man. Yeah it's actually not that big of deal once you have a "shoot once" on the bars.
But a lot of our factions had a really bad first battle. where ships just flew around shouting angry words
There's a lot of these coding errors in the new updates...
Custom turret controllers are also 'picky' about their application.
For now I am not going into mods, but with the current state of the game and without mods, I cannot correctly finish my first ship concept.
Make sure to change the angle deviation to something more appropriate.
@@the11382 : Setting arcs should stop all FF damage in theory.
@@marty7442 I wish I could, this way I can have 2 CTC turrets next to each other.
@@the11382 It is annoying, but it did give me a chance to explore this 'gatling railgun', reverse-engineer it, and I managed to make one small and reliable enough to fit within a 3x3x3, large-grid space. Just 13 barrels, but plenty to chew up a bank of thrusters or take out a series of closely mounted weapons...
kinda useful but not that much fact:
changing targeting mid-combat from (for example) "Default" to "Power systems" also has a 50/50% chance of working same as pressing shoot once.
you can do this if shoot once does not work and have a tiny % chance of still fixing the guns but don't count on it.
that's actually really useful. because prevents the need to fire the guns. WHich would be a issue on center ships that shoot themselves.
Cmon Brock, we all love Mav.
This is extremely important information, thank you for passing this information out to the masses
Does this issue get fixed when running weaponcore based mods? Also noticed that for fixed weapons, the toolbar option that lets you fire them based on a left click doesnt work consistently, and with custom turrets, if you use the controller and set it to mouse click, for some reason fixed weapons on other grids also start shooting
not sure, I don't touch weaponcore
weaponcore does not have this issue... i actually run weaponcore simply because it all my turrets will work on their own now and dont need me to actually try to manage them
A few weeks ago I noted to Dan2D3D (the Forum Moderator who collates bug reports and sends them to Keen) that Gatling and Interior Turrets had about a 5% chance to hit incoming missiles. I felt that this was low and set up a test to prove it. He informed me that the report was submitted. Apparently, a year or more ago there was a problem with gunfire tracking missiles. I wonder if these two are related somehow since they both seem to deal with target tracking?
this has been a issue for well over a year (the inability for guns to intercept missiles)
I think back in mid sig series (2 years ago now)
was the last time we had gatling effectively intercept missiles. Since then, it's so bad as to be pointless
what about the lockon feature sometimes to me it happens that my guns wont shot till i lock onto target
Is it really a Warfare II Turret bug? I was playing in a server back then and the modded weapons we had was Assault weapons pack, and it had the same kind of issue, and the same workaround I was using on what you suggested, have weapons in the toolbar to toggle shoot once or shoot on/off.
you are correct; it's technically a preexisting bug. But it got far worse with WF II across the board.
@@GetBrocked oof, thats annoying lol
@@GetBrocked MUCH worse. See my previous comment: it gets worse in conjunction with the lock on + copy target. You can have turrets with targets assigned that won't fire (possibly might fire outside of normal AI range; still need to investigate that) and then you clear target and they start working again.
I also ran into a situation where turrets welded from a specific blueprint would get their range set to 1. I had to manually go and change the turret range but it would revert back to 1m any time the ship got deserialized. Which pretty much was 1) server restart 2) grid concealment (torch modded server) 3) unf*ckit. I had to replace all the turrets and reassign their groups by hand. Nothing else would fix it for long.
I swear I am getting this with Npc mods where I was being targeted but not getting shot 😂
Did this ever get fixed? Is it a problem with WeaponCore?
Still happening. My atrillery turrets wont even track. I have to manually re load every turret. This even happens on my small grid fighter with gatling guns. It just refuses to fire despite plenty of ammo, power and proper set up
nothing solves for me with vanilla turrets. you have to create a completly new world after each time you log out from the previous one. for example: i create a new world, paste the blueprint of the ship i am making, do some stuff, and then quit because i have other things to do. when i reload the world, the turrets wont target over 800m. then i save the surrent state of the ship, and create a new world, paste in there, and repeat.
Edit: last time the new world did not solve it xd
that's a yikes
Are your controllers mysteriously turning themselves off too? They are for me.
@@marty7442 no. They sometimes stop idle movement, despite it is turned on, and the turrets getting enough power and are being turned on. A lot of bugs are happening with them right now
@@o-hogameplay185 : Hmm, there's one for me to look into then... I might actually need to explore this 'TCES' script I keep seeing in the Workshop too...
@@marty7442 sry, i dont really understand this. Could you please write it again a bit more clearly?
my turrets wont even load anymore, Even if i manually try to put the shells in they wont reload. Even the vanilla weapons.
I've some trouble with the assembling system on a dedicated server. If players try to launch many assembling for some it didnt work, other it work. Look like a desync. Someone has a fix ?
Just find a server with a relatively high PCU and scripts enabled, that also has an active staff that does consistent cleanups. Then you can just use PMWs and not have to deal with this issue at all. A LIDAR guided missile on a reputable guidance script will almost always hit its target, making them more reliable than turrets now.
Keen just has one job. And they fail again. Lets build our own SE.
if you use the weaponcore mod.. you dont even have to worry about it since it overwrites the turret AI
it is sad how a modder can do a far better job then a professional team who created the game themselves and should know the ins and outs of the code.
did you test this with unmodded guns?. cause i think this bug has been a problem LONG before the warfare 2 update was around.
yes, it has been a issue from some time.
But it's *way* more prevalent now. Basically 100% occurrence rate
yes both were tested
@@GetBrocked oh my. Hope that gets fixed.
The bug was reported on the forums 20 months ago. Its hilarious that its still around
Hi GetBrocked. I would love to have you get in touch on our official Discord server here: discord.gg/keenswh If you have a bug report on this please feel free to send that if you decide to reach out. If you haven't made a bug report, please do so here: support.keenswh.com Thank you!
Hi Kienata. I actually referencing a ongoing bug report here (in the video) :
support.keenswh.com/spaceengineers/pc/topic/22714-1-200-turrets-dont-target-unless-manually-forced
@@GetBrocked Oh fantastic, thank you! I will do some follow-up.
This issue should be resolved in our next major update.
maybe this is why my turrets won't shoot meteors just track them
I have to set all turrets to a group and an action on hotbar to volley fire all turrets, this gets them working again for a time.
Lol commented before watching the video, good to see we all came to the similar solution haha
Wait. Assault and arty turrets can AI target and fire past 800 meters without a person controlling them? How?!
You can lock onto a target and trigger "copy target" on a turret (or custom turret), and it will shoot at your locked target even if it's outside the 800 m range (so long as it's within the weapon's range). They also keep shooting at the same target even if you change your lock on, which is why "forget target" exists.
The turrets in the video are modded and can go up to 2 km AI range.
this bug has been around since before warfare 2, not sure how you didn't notice till now. I've had shoot once on my toolbar for a long time.
oh, I've noticed it. But it wasn't this common.
I'd say like 1/5 ships would have it, maybe less.
And shooting once before battle would generally fix it.
now that's very much not the case
@@GetBrocked did you report it on support site or vote on the reports already there?
Unless you're a popular UA-cam content creator your issue will go completely ignored no matter how many people have it. If you want it to be fixes you can try contacting Splitsie or Wasted and have them file a bug report on your behalf, otherwise you'll get a "we're working on it for the next update we promise" (i.e. we don't care) canned response. I've seen Keen ignore major issue for years until Splitsie put them on blast for it then all the sudden it was fixed within a day.
TLDR; The devs are adding new stuff, without fixing old stuff unless it bothers the devs.
They do seem to have a lot of shortcomings these days when it comes to coding, and understanding how it all comes together. I can't even finish my first concept ship properly, using everything they just advertised as to work, due to these bugs.
ALSO WHIPS WEAPON SALVO SCRIPT is currently bugged and broken, your turrets and guns will not fire either.
funnily, that's one of the things that works quite well for us
@@GetBrocked it works 50% of the time now lol. Got my ship crippled in a battle because of it
Yeah but this isn't really a new bug.... I've seen this in the past, pre-WF2. Several months back I encountered this with my armed grinder ship, trying to disable a grid's defenses so I could grind it and my weapons would not fire. I was told then that firing them once could cause them to start working.
That said, it definitely has gotten worse post-WF2. I've seen a similar bug with a grid that uses a lot of assault cannon turrets. Occasionally, when using the target lock + copy target feature (on the assault turrets), the turrets would refuse to fire. Clear target (and if within AI range) they would start firing.
I have to restart the whole game to fix the turrets not firing bug.
I have a fix for this. Remove the turrets and rebuild them. Have fun.. worked for me, but not until I'd lost my carrier in survival.
Yeah this is just incorrect.
@@frankvana187 well it worked for me, so gutted for you Frank 🤣
@@SmokeyGamingUK Video?
Cuz obviously, you are full of it, misleading people.
@@frankvana187 just going off my own experience and trying to be helpful. I'm not here to appease your autism buddy. Have a nice day and go away and be productive in life.
not surprising that stuff is broken, i remember one of the DLC doors that caused ships to wig out of control and crash, not to mention the door itself tried to kill the player just by getting near it.. have NOT heard if they ever fixed it yet either... and it was a door you had to pay money for....